Hey, Nonviolence here from Argo. I had previously suggested in an older thread some months ago about a pack involving Kyrzin / Kryzin the Daelkyr Prince of Ooze or at the very least a minor avatar of his
power or minion under his control (Like the Kryzinian Cubespawn from the Red Fens).

After the last 2 pack updates, I was kinda interested in re-pitching a concept at the very least seeing as Eberron is my favorite DnD setting (I don't mind the Forgotten Realms stuffus, especially some of the larger packs like Storm Horns and the new Mines of Tethyamar, but I really would like to see more of Xen'Drik or even Khorvaire). I mean we have Everice, the Shadow Marches, The Mournlands, and the Mror Holds/Ironroot Mountains. Dungeon Punk FTW

Knowing this is a more open-ended (with quest locales) kind of scenario, I figured we could do either a lowbie pack (Level 6 or maybe 12) or make it an Epic only (Like the Estar Drow Chains that start AFTER you hit epic). Possibly level 26 or mebbe 28.

Anyway, the story premise would be that House Ghallanda wants to team up with the House Jorasco and House Deneith to establish a new Supply Route to a Colony on the opposite Coast. (Remember that Stormreach is located on the east side of the Horn of Xen'Drik, this new encampment would be on the opposite coastline, and north slightly, as if heading to Sorrowdusk (past Tangleroot)).

I'd Involve House Ghallanda since they're really the only completely unmentioned House in the game (d'Velderan has a Class Trainer, as does d'Tharashk alongside the two members in Lordsmarch, d'Sivis is Gnomes). Plus Ghallanda's purview is Mercantile, Hospitality (not healing but like, residences) and Industry.

There would be 4 Quests total :

1. Bandits Afoot :
Defend "X" Type Quest, in this case a supply line with Health per every piece of Caravan a la Desert Crossing as it trundles along to the destination, waves of mobs and forest creatures. I'd include a series of Opts like "Defeat the Mad Druid" and "Neutralize 150 aggressors" and "Defend all Caravans"/"At least 3 Caravans Survive" (There will be 9 of em).

2. Rainshield Outpost Defense :
Time Attack Type Quest, sorta like Devil Assault, but if you finish a wave, it speeds up so there's no delay. Also has you fixing walls and armaments around the base, 10 mins. Opts here would probably be "Repair All Ballista" (like ES Challenges) and "Repair all Walls", "Eliminate 8 Waves", "Defeat Red Name{s}".

3. Lurking Evils :
Long-Play Quest; First you have to investigate the disappearances of the Jorasco healer attache and his guards heading to a smaller village nearby. You quickly infer something
the way the towns residents are all Ill or shambling about. You discover the corrupt Mayor under the control of Sahuagin Necromancers but even after killing them you sense they weren't the true source of the infection. Suddenly, Oozes burst from the bodies of the dead Sahuagin, and up from the riverbed, corpses and coastline! You have to escape! Opts here would most likely be "Rescue all the Guards", "Destroy 200 Oozes", "Heal 10 Victims" and "Kill the Troglodyte Warchanter"

4. Bad Neighbors (alt : There goes the neighborhood) :
Beset by the hordes of ooze-controlled corpses, Bugbears, Bandit and Wildmen, House Ghallanda is second-guessing their settlement intentions. Before things fall apart, Tramzing d'Ghallanda sends you and Mist d'Jorasco with a contingent of Deneith Mercenaries to wipe the coastline clear of enemy forces and investigate rumors that a nearby sea cave is the source of all the Ooze. This one will include a secondary objective wherein you parlay with either the Bugbear Chief, Wildman High Shaman, or the Bandit Lord to curry favor with 1 to defeat the others. It'll require ordered skill rolls (IE, Intim > Bluff > Bluff or Diplo > Bluff > Intim etc). Then whoever is still alive accompanies you to the Sea Caves to face a massive slime and slime-possessed contingent of monsters. Opt for this one would be related to the skills rolls and how many people are rescued or convinced to assist like "Parlay with one of the Raider Leaders", "Crush the Opposition (Kill "x")", "Release the Razor Cats on the Camp", "Find out where the Ooze is coming from", and lastly "Defeat the Avatar of Kryzin".

*Note the special circumstance is that when you kill an 'Infected' mob, you might catch a slime-related Disease, also an Ooze pops out from the body, just like the Zombie-into-Skeleton deal from Necro.

Conjure bolts: this item can be used to Conjure 1000 +1 bolts 10 times per rest.
Endless fuselage: this weapon fires continously without ever needing you to reload it.

Description this strange device dissolves bolts of wood into a steady stream of acidic goo.
It also seems to be generating it's own filth over time.

I do like the idea for an Xbow with Ooze effects, but for weapon roundedness, I'd probably change it to a Longbow or Shortbow (I've included an updated idea for the 2nd quest below, see [ref 1] )

I think it would be best for the Quest Pack in mind to be epic-only at level 26 (EN) and 28 (EE) as a mid-point quest for those of us stuck around 22-26 who can't handle min-maxer quests on EE or R1 quite yet.

It's just more flavor to be had and all that.

I've re-specced some of the weps and armor as ML 26 and changed it so they'd be good enough to keep until 30 if you don't have better gear already, and not Core Stat-Heavy (Like a +whatever CHA item) so they can be shifted around in other slots. The key was to add Augs in the right place for versatility.